Fateless Podcast Video Recap: Godforge Equipment Rework — Less Grind, More Strategy
Each week, we shared a direct update from the team behind Godforge, so players could see what we were building, what was changing, and why we were making the calls we were making. Last week, Brad was joined by Simon, Ragewood, and PapaTez to talk through gearing decisions, armor stat changes, rank-up flow, attunement, playtime, and early ideas around weapons.
The conversation focused heavily on how gear should feel in Godforge. After beta, one of the big goals was to reduce friction and get players back into the game faster. Simon explained that the team had been looking at gear rank-ups, quick equip, and clearer UI flow so players could make faster decisions without losing the deeper buildcrafting that makes this type of game interesting.
One of the biggest proposed changes was moving away from sixteen small gear levels and instead using four major rank-up points. The trade-off was clear. Smaller upgrades gave players more micro-progression and more control for things like speed tuning. Fewer rank-ups made the system cleaner, faster, easier to understand, and better suited for quick rank-up options across multiple pieces of gear.
The team also discussed removing armor material types like cloth, chain, and plate. That idea originally helped connect gear to classic RPG roles, but it added too many visual and mechanical layers. The goal was to keep attunement as a meaningful long-term gearing decision, while removing complexity that made gear harder to read.
Flat stats and percent stats were another major topic. While percent stats were expected to be stronger in the long run, flat stats still had value early on, especially for lower-rarity heroes with weaker base stats. The group also talked about how future content could give more reasons to build a wider roster instead of only focusing on a few top heroes.
The episode closed with a deeper look at weapons. In beta, weapons often felt closer to stat sticks than the team wanted. Simon and Brad shared early ideas for making weapons more exciting, including higher weapon drop rates, stronger weapon identities, active weapon abilities, and even possible skill-tree-style progression.
Nothing discussed was final, but the direction was clear: gear and weapons needed to feel smoother, more readable, and more exciting without losing the long-term depth players expect from Godforge.
Key topics covered in this video:
- Gear feedback from the beta
- Reducing clicks and improving gear flow
- Moving from sixteen gear levels to four rank-up points
- Quick equip for faster player decisions
- Removing cloth, chain, and plate armor types
- Keeping attunement as a meaningful gearing layer
- Visual clarity for gear sets and stat identity
- Speed tuning trade-offs
- Flat stats versus percent stats
- Lower-rarity hero usefulness
- Wider roster progression ideas
- Respecting player time and daily play loops
- Why quick-sim systems were not preferred
- Weapons feeling too much like stat sticks
- Possible weapon drop-rate changes
- Active weapon abilities and weapon skill-tree ideas




